Overview
The Arab-Israeli Wars: Tank Battles in the Mideast 1956-73 is a tactical-level hex-and-counter wargame published by Avalon Hill in 1977. It simulates various battles from the Suez Crisis (1956), Six-Day War (1967), and Yom Kippur War (1973). The game uses a variation of the PanzerBlitz/Panzer Leader game system, adapting it to Middle Eastern desert and canal-zone warfare. Avalon Hill rated its complexity at 8 out of 10.
Components
- 4 geomorphic hex grid maps (8” x 17” each, 250m per hex, including a special “Canal” map for Suez scenarios)
- Die-cut unit counters (Arab and Israeli forces)
- 24 scenario cards
- Combat Results Tables
- Terrain Effects Chart
- Line-of-sight rules
- Rules booklet
- Dice
Setup
- Select a scenario from the 24 available (most based on historical battles; some hypothetical).
- Assemble the required geomorphic map boards as specified by the scenario.
- Deploy units on their designated hexes.
- Prepare combat charts and scenario-specific rules.
- One player takes Israeli forces, the other takes Arab forces.
Turn Structure
The game uses a standard alternating “I Go, You Go” sequence:
- First player movement phase: Move units according to movement allowances and terrain costs.
- First player combat phase: Fire at enemy units within range and line of sight.
- Second player movement phase: Move units.
- Second player combat phase: Fire at enemy units.
Turns continue until the scenario’s turn limit is reached.
Actions
Movement
- Units move hex-by-hex, expending movement points based on terrain.
- Desert, urban, and canal terrain all have different movement costs.
- Some units can fire while moving (at reduced effectiveness).
Combat
- Direct fire: Units fire at enemy units within range and line of sight.
- Indirect fire: Artillery units can fire at targets beyond direct line of sight.
- Combat is resolved using the Combat Results Table, comparing firepower to defense.
- Terrain provides defensive bonuses.
Special Combat Rules
- Roadblocks: Can be placed to block movement through key hexes.
- Minefields: Placed during setup; inflict damage on units moving through them.
- Electronic warfare: Affects command and control capabilities.
- Bore-sighting: Units can pre-register fire on specific hexes for improved accuracy.
- Firing while moving: Units can fire during movement at reduced accuracy.
Scoring / Victory Conditions
Each scenario has specific victory conditions, typically involving:
- Controlling key terrain hexes or positions
- Destroying a certain number of enemy units
- Maintaining defensive positions for a set number of turns
- Reaching specific objectives within the turn limit
Special Rules & Edge Cases
- 24 scenarios: Most are historical, one examines “what if” variants, and two are hypothetical future battles.
- PanzerBlitz lineage: Uses the same core system as PanzerBlitz (1970) and Panzer Leader, adapted for Middle Eastern warfare.
- Canal map: A special geomorphic map represents the Suez Canal zone for canal-crossing scenarios.
- Desert warfare: Open desert terrain allows long-range engagements and rapid maneuver.
- Complexity 8: One of Avalon Hill’s more complex tactical games.
- Geomorphic maps: Maps can be combined in different configurations for different scenarios.
Player Reference
| War |
Year |
Typical Scenarios |
| Suez Crisis |
1956 |
Canal zone battles |
| Six-Day War |
1967 |
Sinai, Golan Heights |
| Yom Kippur War |
1973 |
Chinese Farm, Golan |
Turn sequence: Player 1 Move → Player 1 Fire → Player 2 Move → Player 2 Fire
Scale: 250m per hex, tactical level